CAMPAIGN MODULE WG 4 THE FORGOTTEN TEMPLE OF THARIZDUN by

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AN ADVENTURE SET ON 'S WORLD FOR CHARACTER LEVELS 5-10 This special module is a combined wilderness and dungeon adventure scenario. It contains background information, referee's notes, encounter keys, outdoor and dungeon level maps, and new monsters and treasures. While it is designed to interface with THE LOST CAVERNS OF TSOJCANTH, this module is capable of standing alone.Likewise,while it is placed withinthe Greyhawk Campaign, it can easily be adapted to play in any individual campaign which employs the ADVANCED DUNGEONS & DRAGONS™ game system.

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This module Is protected under the copyright laws of the United States of America. Any reproduction or other unauthorized use of the material or artwork contained herein is prohibited without the express written permission of TSR Hobbles, Inc. THE FORGOTTEN TEMPLE OF THARIZDUN INTRODUCTION

The Temple was built in a previous age, a secret place of generations passed, various other things necessary to survival worship to Tharizdun, He of Eternal Darkness. It drew the most in the Black Cyst were formalized into a paeon of lament and wicked persons to it, and the cult flourished for generations, worship for Tharizdun, and endless services to awaken the sending out its minions from time to time to enact some horri- being were conducted by route. Then, as time continued to ble deed upon the lands around. However, a great battle even- pass, even this ritual grew stale and meaningless. The clerics tually took place between Tharizdun and those opposed to his of Tharizdun began to pilfer the hoard of beautiful gems sacri- evil. Unable to destroy him, they were strong enough to over- ficed to him by earlier servants — 333 gems of utmost value, come his power and imprison him somewhere, by means none ranging in worth from 5,000 to 50,000 gold pieces each. Re- have ever been able to discover. Thus Tharizdun disappeared placing these jewels with stones of much less value, the former from the face of the earth, and from all of the other known servants of this deity slipped away with their great wealth to planes, and has not been seen again since. serve other gods and wreak evil elsewhere.

After a time his servants returned again to the Temple, desert- In the end only a handful of faithful clerics remained to repeat ed as it was of any manifestation of their deity. Amongst these the daily ritual of attempted awakening. Some of this handful wicked folk were many powerful magic-users and clerics. All were slain by monsters, others eventually grew old and died. sought with utmost endeavor to discern what had happened to The last High Priest, alone, wandered off into the place re- Tharizdun, so that he could be freed and returned to rule over served for his remains in the dungeon, for alone he was unable them once again. All attempts were in vain, although the div- to take his proper place in the Undertemple. Thus, a century inations and seekings did reveal to these servants of Eternal ago, the last servant of Tharizdun died, and the Temple was Darkness that a "Black Cyst" existed below the Temple. By without inhabitant of human sort. physical work and magical means they delved downward to reach the Black Cyst. What they discovered there dismayed Various wandering monsters eventually used the Temple as a and disheartened them. In the hemisphere of black needlerock lair for a time. Some moved on, some descended into the (floating as if by levitation) a huge form could be seen. Was this depths of the place, some were slain as is the wont of such the physical manifestation of Tharizdun? None could tell. The creatures. Already dim in the recollection of humankind for misty form was black and indistinct and enclosed in vaporous decades, the Temple was forgotten by all but a few sages and purple energy as well. No ritual, no spell, no magic could savants generations before the last of its clerics was dead. pierce the enigma. As time passed, the seekers ritualized their Those creatures which dwelt in it from time to time knew not its attempts to determine if this was their imprisoned deity. An name or purpose. The place was truly The Forgotten Temple of altar of black needlerock was constructed directly under the Tharizdun, and until exploring adventurers deem it otherwise, 12' long form so that it seemed to rest upon the stone. As it will remain so.

BACKGROUNDSample FOR THE DUNGEO file N MASTER

While seeking the LOST CAVERNS OF TSOJCANTH, your say. Despite our warlike clansgnomes, our valley is often party discovered a sheltered valley amidst the rugged peaks to troubled by attacks. While you have not experienced such a the east. This peaceful, wooded depression proved to be home raid, we feel that one is imminent. We wish to forestall such an to numerous gnomes. Taking advantage of the respite such a incursion, for each time the noblink horde strikes, we suffer haven offered, all of you elected to establish friendly relations many losses, though each time we slay these creatures by the with these doughty demi-humans, accept their hospitality, and score and they run howling back west..." Here Laird Gwayiar enjoy the comforts of Gnome Vale. In addition to their trails off. While you have never seen an embarrassed gnome, hospitality, cautious though it may have been at times, the the look upon the face of the clan leader seems to convey a gnomes have provided aid of various sorts and have proved great deal of discomfort at having to admit that he and his folk skillful in trade as well. Both sides have benefited by the need human assistance. relationship, although all of you concur that your group owes these good folk much for their friendliness in this harsh and hostile mountain range. "Noblink are norkers in human speech, aren't they?," one of you asks. Before any answer can be made, all of you seem to speak at once, virtually shouting assurances that nothing Because of the special relationship which has developed would please you more than seeking out and slaying a tribe of between your group and these demi-humans, their scarred old such vile humanoids as norkers. lord, Gwayiar, has invited you to a feast in his Granite Hall. There, after much eating and quaffing of gnomish ale, Laird Gwayiar pounds his flagon on the trestle and the hall becomes "Lest you think us nigglings," interjects Laird Gwayiar in a silent. commanding basso voice quite unusual in a gnome," be warned that while the noblink form the bulk of the scum, they "This feast is in your honor, Humans, because such friends as are always accompanied by fiercer things — now trolls, again you are rare hereabouts. Just as you have welcomed our fair ogres, last time a pair of hill giants! Our heroes must fight these valley as a haven, so too have you been greeted by the monsters, and so the losses occur. Your quest will not be for a Uvalnoniz, our Gnomish clan as you would call it, for our own raiding band of mere norkers as you call them, but for these reasons. It is not meet to speak it, but as the Laird, I must so creatures and the thing which commands them forth." About two years prior to the coming of the adventurers about his bidding. It is not exactly that he has become lazy or fearful, to descend upon the place, a great mountain giant discovered it is that he has turned his attention towards the dungeon the Temple. Residing in it was a band of puny norkers. Being of beneath the temple. Treasure has been found there, and every unusual mental ability, the giant chose to enlist these huma- so often Groorg and some of his powerful companions will noids as servants rather than slay and eat a dozen or so and venture into its depths to seek out more wealth for the moun- chase off the rest. The norkers were surprised and delighted at tain giant's cache of loot. Meanwhile, he enjoys his leisure, their good fortune. Expedient servitude soon became willing with many at his beck and call to serve his needs. The weakest service as these humanoids learned how beneficial it was to of his forces, norkers and gnolls, serve as sentries and front have a master as powerful as the mountain giant. The giant line troops. Ogres and trolls are at hand to assist with more used his ability to summon and control other monsters to build difficult opponents. Groorg himself will usually not go into a secure lair for himself and his servants. The norkers likewise battle above, but he is ready and willing to defend his lower sent out word that here was a place where their fellows could domain, for to lose it means the loss of an easy existance, if not dwell safely, with plenty of opportunity for fighting and killing, death. and looting too. The Temple now houses a community of monsters based around this same mountain giant, the lord and master of the upper and lower levels of the place. By raiding Each of you looks at the other. Smiles spread and heads nod in and by parting with some coins in payment for supplies silent assent. Your party is, in reality, far too strong for a mere brought to the Temple by humanoid bands and other giants, band of petty humanoids, but such creatures and a powerful he has established what he believes is as secure a lair, as leader — that indeed is worthy of you! This offers promise of a comfortable a stronghold, as any giant could ever hope for. rich treasure in addition to assisting friends. What more could be asked of adventurers such as yourselves? What more indeed! The norkers occasionally raid Gnome Vale for food: game, sheep, gnomes, fruit and produce, whatever. The larger mons- ters accompany them to see that they go and return properly "TO YOUR HEALTH!", you shout in unison, as your tankards and to help carry the loot as well. The mountain giant, Groorg, are raised. "TO YOUR LONG AND PROSPEROUS RULE! WE seldom ventures forth anymore, as he has many minions to do SET OFF AT DAWN!"

NOTES FOR THE

Beginning: The party will be briefed and then set off along a bullets each) and clubs; 3 archers (AC 6, MV 6", h.p. 3 each) faint trail leading southwest. Even the best of players will have with bows (short, 20 arrows each) and short swords; 3 spear- to spend about a week searching to find the object of their men (AC 5, MV 6", h.p. 4 each) with spears and short swords; quest, the lair of their foe, THE FORGOTTEN TEMPLE OF and 3 pole-armed (AC 5, MV 6", h.p. 5 each) with glaive and THARIZDUN. Random and specific encounters in the wilder- dagger. They will be commanded by a lieutenant (AC 4, MV 6", ness are detailed so as to allow fast and easy handling of this L 4, h.p. 18) with spear, short sword, and sling. The gnomes will portion of the adventure. Once the initial goal has been at- not foolishly throw their lives away. They will remain under tained, the party will have to force entry into the TEMPLE and command of their leader at all times. If the lieutenant is slain, then penetrate its depths. This portion of the adventurSamplee has thegnomeswil file l return home at the first reasonable opportunity. two levels of play. Players lacking sufficient experience might well discover only the obvious portions of the place, cleanse it Food and Water: Water will be of no particular problem along of evil, and return to Gnome Vale thinking that they have done the way, because this portion of the Yatils is well-watered. well. Truly skilled players will, sooner or later, discover the Between pools of water remaining from previous (and recur- secret rooms where the remainder of paraphernalia of the rent) rains and natural springs and freshets, there will be water priests of Tharizdun lies waiting, enter the shaft, and go on to for all. Food is another matter. Game will only be encountered discover the precincts beyond. in designated encounter areas of the map, whether a rocky area or a grassy one. Some browse for horses exists along the Tracking: If there is a ranger amongst the party, he or she will narrow pathways through the mountains, but after three days, have normal chances of discovering the trail left by retreating horses will have to have a day of normal grazing if feed is limited norkers over the past months, assuming that there is only a to such browse. Otherwise, horses will not be strong enough to 05% chance of noting tracks on the eastern half of the map, ride until one or more days of grazing and recuperation. 15% chance on the western half. (Use areas 6. and 19. to Gnomes will be able to exist on the small game and roots which demark this.) Gnomish guides will have the same chance for they can find along the way, but the party members, even tracking as do rangers. gnomish party members, will not be able to do so. If rations for mount and adventurer are not available, then they must be Gnome Assistance: Normally, only a gnome scout will accom- found. pany the party to assist them in finding the enemy. If the party seems particularly weak, the gnomes will furnish them with Starvation: Use the following to show the effects of starvation what help they can. Magically this will be one or more of the on the party: following: +1 shield, +1 suit of chainmail, potion of diminu- tion, scroll of 6 clerical spells (RAISE DEAD (*3), HEAL, RES- Each 8 hours without food -1 hit point TORATION, RESURRECTION). The gnomes also have a Each day without food -1 point of strength stone controlling earth elementals, but this will not be given. and dexterity Physically, the gnomes will send up to 13 of their number with the party -- but the party must be WEAK for them to so do. This A normal meal and 8 hours of rest will restore the effects of one body of troops will be divided into four units of 3 gnomes each: day of starvation, so a day of normal meals and rest will allow 3 scout/runners (AC 7, MV 9", 4 h.p. each) with slings (20 full recovery from three days of starvation. The Safe Valley Area 13. on the wilderness map is the single Movement Rates: place in the area where the party is safe from incursions by monsters. This will remain so as long as they are careful in their On a track, afoot 30 hexes coming and going from the place. If they leave an obvious trail, On a track, horsed 40 hexes or are actually observed going there, their foes will certainly On a track, mule-back 50 hexes follow and attack as opportunity presents. Off a track, afoot 1-6 hexes Player Characters: As with THE LOST CAVERNS OF TSOJ- CANTH, this module is designed for adventuring by up to 12 player characters. However, it assumes that there will actually Movement in any valley area (numbered on map) is treated the have been some losses and weakening of power due to adven- same as if the party were on a track. Movement off a track when turing. The scenario is ideal for four to eight characters with an mounted on horse or mule is not possible. When moving afoot in average of 10th, 9th, or 8th level — less if well-equipped with the mountains, roll a d6 to determine how far the party will be spells and magic items. Party balance requires a cleric and a able to move that day. If moving into the mountains near a magic-user. If you are actually utilizing this module as an track and then back, allow a minimum of 2 hexes of movement, adjunct to THE LOST CAVERNS OF TSOJCANTH, you might for the party will have some point of reference. consider what was done in the actual campaign from which both were written. The adventurers discovered Gnome Vale in the course of seeking the 'CAVERNS. Later, they returned for Movement over known tracks can be increased by 20%. rest and recuperation after suffering severe damage exploring Movement over explored mountain terrain is at maximum (6 the latter place. Only three or four of the original party actually hexes) daily rate. journeyed to the TEMPLE, because, as is usual with any group, some of its number were not on hand when it was time START (Read to Players): Your party is now proceeding along to adventure. Because only a portion of the group went, the a narrow trail through the mountains. It is actually scarcely gnomes went along. After initial contact and a couple of more than an animal track. This path leads from the far south pitched battles, several of the other party members joined the end of Gnome Vale in a southwesterly direction. The gnomes three, and the TEMPLE was sacked. Losses were minimal, have told you that it is from this track that the humanoids and because the players were reasonably adept, and hit-and-run monsters have always come. Although the spot is guarded, the tactics were used. gnomes are too few to properly defend both entrances to their homeland, and have been forced to merely screen this place. Map Movement: Movement afoot is all that is possible if You all have plenty of fresh water, good ale, and each has a full gnomes accompany the party. Although these small demi- three days of food carefully packed and presented to you by humans are slow compared to most creatures, they know the grateful gnomish community. Now it is up to you to trek these mountains and are at home in such terrain. Therefore, through this wilderness of mountains and hunt down the they are able to keep up with humans and travel a full day as norkers and their master or masters, whomever or whatever easily as the stoutest man. they may be.

THE WILDERNESS AVALANCHE: The party will hear a faint splintering Sample filesound followed by a rocky clattering and rumbling. They must immediately (count to 10) move or else be subject- ed to the effects of the avalanche. As this will be a rela- RANDOM ENCOUNTERS tively small fall of rock, each party member who fails his or her saving throw versus poison will be assumed to Because this is a relatively small area, already populated with have been crushed by falling rocks and killed. Each other its share of monstrous inhabitants, there will be few random character in the area of the fall will take from 2-20 points encounters. Using the table below, check once each day, once of damage. Mounts, if any, are assumed to survive or not again at night. Encounter occurs on a 1 in 20 chance, a result of as their riders do. They will likewise suffer 2-20 points of 1 on the d20 indicating that an encounter has occurred. In the damage. No avalanche will block a trail. case of an encounter, roll a d10 and find the type by use of the table: 2. 2 BEARS: AC 6; MV 12";HD 6 +6; h.p. 40, 37; #AT 3; D 1-6/1-6/1-8; SA hug for 2-12; bears are very hungry but can be deterred by fire or stopped from attack by giving RANDOM ENCOUNTERS TABLE them a mount or three man-days of rations each.

Die Roll Result 5 "BOARS": AC 7; MV 15";HD 1 * 3 +3,4 x 3; h.p. 21,18, 16,15,13; #AT1; D (boar) 3-12, (sows) 2-8; SA boar will 1 avalanche fight for 4 melee rounds after reaching 0 to -6 hit points 2 bears, cave before dying, sows will fight for 1 round in such condi- 3 boars, wild tion, but all are slain instantly at -7 or greater hit points. 4 giants, hill 5 giants, stone 6 norkers 2GIANTS: AC4; MV12";HD8+1-2; h.p.44,40; #AT1; 7 ogres D 2-16; SA hurl rocks to 20" range for 2-16 points of dam- 8 trolls age; these giants are fairly young and are looking forfun 9 wolves and loot, as they have nothing of value themselves, are 0 false alarm — no encounter bloodthirsty, and mean. 5. 2 GIANTS: AC; MV 12" HD 9 =1-3; h.p. 51, 33; #AT 1; GRASSY VALLEYS: Unless otherwise noted, each such place D 3-18 (female), 2-12 (young giant); SA hurl rocks for 3-30 is of no particular note, although there is game in each, and points of damage (female), 2-20 points (young giant). monsters are possible on a random encounter basis. Grass will This pair is a giantess and her "small" son. They are not quickly restore vitality to mounts, and there are wild fruits and looking for trouble, being on the course of a journey to vegetables to round out a diet of game. Game typically en- visit relatives far to the north and west. If offered any countered will be: of the herd animal type.small game such as compensation by the party, the giantess will point out the rabbit and grouse, and fish found in pools and streams. general direction of the Temple, but she will know only that bad things dwell there. If these giants are attacked or ROCKY VALLEYS: These areas, unless otherwise noted, are abused, they will defend themselves and never give any relatively level, rather barren places. There is game in each information. Neither has any treasure. such place, but there is only a 25% chance that any will be encountered on any given day — unless one of the party 6. 30 NORKERS:AC 3; MV 9";HD 1 +2; h.p. 10,2x9,3x8,8x7, members has a secondary skill of hunting and/or fishing, in 8x6,8x5; #AT 2; D1 -3/1 -6. These humanoids are search- which case liklihood increases to 50%. Game here will be: ing for the temple in order to join the band of their fellows mountain goats or sheep, small animals, and (rarely) fish. already there, but they do not know the location of the There is sufficient grazing in a rocky valley for many horses, place. They have no treasure other than 1-6 c.p. each. but it requires continual movement as the vegetation is They will eventually find the temple if left alive. scattered.

7. 4 OGRES: AC 5; MV 9"; HD 4 +1 ;HP 25,23,22,20; #AT 1; WOODED VALLEYS: These places are quite inviting and well D 4-10 (spiked clubs for 2d8 +2); SA each ogre has a stocked with game of all sorts, as the trees are scattered and spear which will be hurled at close range, if possible, for much grass and like vegetation grows in them. In addition to 3-8 points damage prior to melee. These wandering herd animals, the following creatures can be encountered monsters have no treasure and are short of food — none randomly: of which is fit for human consumption.

8. 2 TROLLS: AC 4; MV 12" HD 6 =6; h.p. 45, 41; #AT 3; boar, wild lynx, giant D 5-8/5-8/2-12; SA fight up to three different opponents in lion, mountain stag, giant any round; SD regenerate 3 points/round three rounds after taking damage; these creatures are stalking the Any such encounter is at the option of the DM. party and are attacking from ambush, so do not roll for surprise for them, only for the party. They have a lair nearby, but there is nothing of value therein save a few TRACK CONTINUES: When the party moves off the map scattered coins (2-20 of each type) and an uncut ame- along such a track, simply reverse the map directions and have thyst worth 400 g.p. them move on. (Turning the map so that south becomes north and vice versa prevents miscalling direction.) After one day off map, tell the party that the trail is even narrower than before 9. 11 WOLVES:AC 7; MV 18"; HD 2 +2; h.p. 17, 15, 3x14, and obviously less used. This should encourage them to turn 2x13,2x12,11,10; #AT 1; D 2-5. The pack will not attack back. Naturally there are no specified encounters in areas off unless they find the party unprepared, or they can get at the map, so ignore that. After several days of such off map horses or mules unseen. If they are frightened by fire, or movement, revert to normal procedures for wilderness travel in if one or more of their number are slain, the remainder mountains, and use the tables for random encounters given in will shadow the party. Their howling will be 50% Samplelikely to th efile DUNGEON MASTERS GUIDE. Given this case, it is likely panic mounts not firmly held by rope or rein. Wolves will that your adventurers are bound and determined to explore continue to shadow and seek to sneak-attack until over westwards into the Yatils, or move south into the marches of half of their number are slain. Ket or north into Perrenland, forgetting the 'FORGOTTEN TEMPLE' for a bit longer, at best. If such will absolutely spoil 10. FALSE ALARM:The false alarm can be a few rocks fal- your enjoyment and theirs, have them encounter some friendly ling, the wind moaning through the rocks, distant bellow- dwarves or a lammasu or similar creature who will return them ing or roaring, or the calls of wolves far away. to the map area once again.

9. PLATEAU OF THE AARAKOCRA: NUMBERED ENCOUNTER AREAS 12 AARAKOCRA: AC 7; MV 6"/36"; HD 1 +2; h.p 10, 9, All of the various areas do not have specific encounters, al- 2x8, 4x7, 2x6, 2x5; #AT 2; D 1-3/1-3; SA 4 javelins each though you may elect to devise your own if so desired. General (males only) for 2-8 points damage, dive attack at +4 "to and specific explanations follow the encounter area listing. hit" and double damage, five conjure 8 HD air elemental in 3 melee rounds of flying. 1. Grassy valley 12. Track continues 2. Grassy valley 13. Grassy valley and cave* This small tribe of bird people has just recently made its 3. Rocky valley 14. Rocky valley home i n the area. Half are males, the others female. They 4. Wooded valley 15. THE TEMPLE'* would not normally allow themselves to be discovered by 5. Rocky valley 16. Track continues the party, simply taking off and flying so high and far as 6. Wooded valley 17. Grassy valley to be unseen by them. However, because of the griffons 7. Rocky valley 18. Wooded valley* inhabiting area 10., they will send one of their number to 8. Track continues 19. Wooded valley* speak with the party to see if the adventurers are of 9. Rocky valley* 20. Rocky valley* friendly sort. If a friendly exchange takes place, the aara- 10. Wooded valley* 21 Grassy valley kocra wi 11 then descend and ask the party to slay or d rive 11. Rocky valley 22. Grassy valley off the griffons. In return, the bird folk will gladly guide the party to the Temple, although they will not otherwise * See special section for these numbered areas. aid them. If hard pressed, the aarakocra will also promise